söndag 29 mars 2020

Tech Book Face Off: The New Turing Omnibus Vs. Patterns Of Software

I'm churning through tech books now, finishing off a bunch that I had started a while back, but couldn't find the time to finish until now. The pair that I'll look at here are a couple of older books that I picked up through recommendations on blog posts. The first one, The New Turing Omnibus: 66 Excursions in Computer Science by A.K. Dewdney, is a survey of 66 topics in a wide range of areas of Computer Science. The second book, Patterns of Software by Richard P. Gabriel, is about advice and experiences on a variety of topics in software development. Whereas NTO is of a strictly technical nature, Patterns of Software has much more of the human aspect of working with computers and software. Let's see how these older books hold up today.

The New Turing Omnibus front coverVS.Patterns of Software front cover

The New Turing Omnibus

With the new edition published in 1993, this is definitely an older computer science book. That can be okay, if the author sticks to the more timeless aspects of computer and software design. For the most part, this is the case in NTO, but a few of the chapters—especially the ones on VLSI computers and disk operating systems—are definitely dated and nearly beyond usefulness. The topics vary far and wide, though, and are generally grouped into eleven subject areas with the following breakdown:
  • Analysis of Algorithms (8)
  • Applications (7)
  • Artificial Intelligence (5)
  • Coding and Cryptology (3)
  • Complexity Theory (6)
  • Computer Graphics (3)
  • Data Structures (6)
  • Automata and Languages (5)
  • Logic and Systems Design (9)
  • Theory of Computation (9)
  • Miscellany (5)
The miscellany chapters could honestly been grouped into the other categories, and the three computer graphics chapters were just as much algorithms or data structures as anything, so nine categories would have been sufficient. That's fairly inconsequential, though, because the topics were presented completely haphazardly anyway. The chapters would go from Karnaugh Maps to the Newton-Raphson Method of finding roots to minimum spanning trees without any ceremony whatsoever, leaving the reader grappling for a solid structure to hold on to.

Each chapter is a brief 5-7 page discussion on the given topic followed by two or three problems related to the topic as practice for the reader. These problems commonly explored points glossed over in the text. The topic discussions read like blog posts and don't give more than a cursory introduction to the sometimes deep and complex subjects they are covering.

I had high hopes for this book, considering the glowing recommendation that Jeff Atwood gave it back in 2007 on Coding Horror, but I just couldn't get into it the way he did. I found the treatment of the topics that I had already learned in much more depth, mostly from studying in college, to be tedious and unremarkable. The remaining 25% of the topics, mostly on the theory of computation and automata, was quite difficult to understand from the short expositions given, and I would have to do more extended studying with a book like the Introduction to the Theory of Computation to get enough of a handle on the subject to answer the more difficult end-of-chapter problems.

I may not have been the right audience for this book, but I had a lot of trouble figuring out who the right audience would be. The material was so superficial that I didn't find any additional insights or valuable practice from any topics I already knew about, and those topics that I had little exposure until now were nearly completely opaque from the text. It was weird. The book didn't seem to fit for either a novice or a (moderate) expert on any of the topics, and the fact that related topics were strewn throughout the book, separated by completely unrelated topics, made it even more frustrating and less helpful. Maybe if you were using it as a supplement while studying some of the broader subjects for extra practice, it would prove to be of some use, but I'm not even convinced of that. I have to give this book a solid "no" at this point. There are much better books out there on the subject areas covered here.

Patterns of Software

This was an odd book, and not at all what I expected. I had expected a book relating advice to the reader on how to design and develop software. What it is instead is an extended comparison of Christopher Alexander's work on patterns in architecture to patterns in programming followed by speculations on programming languages, advice on learning to become a good writer, and a significant part of Richard P. Gabriel's life story. It was a strange mishmash of things that didn't quite hold together as a cohesive book.

Throughout the first part on how Alexander's books—the most well-known being A Pattern Language—relate to programming, Gabriel quotes Alexander extensively, to the point where I almost felt like I was reading Alexander more than Gabriel. He also did not spend enough time tying all of these quotes into programming and software, so much of the time I was left wondering if the book was just a review of Alexander's works.

Gabriel did have some insights into programming that resonated well, such as
Maintaining compressed code requires understanding its context, which can be difficult. The primary feature for easy maintenance is locality: Locality is that characteristic of source code that enables a programmer to understand that source by looking at only a small portion of it. Compressed code doesn't have this property, unless you are using a very fancy programming environment.
We must be careful to strike the right balance when coding so that we don't unnecessarily obscure things that should be simple and easy to understand just for the sake of abstraction. Sometimes it's better to lay out a process linearly so that it can all fit on the screen at the same time instead of slicing and dicing to the point where the poor sap who has to debug the code needs to chase the flow of execution through dozens of functions and variables across tens of files. This insight gets at one of the themes of the book on making code habitable:
Habitability is the characteristic of source code that enables programmers, coders, bug-fixers, and people coming to the code later in its life to understand its construction and intentions and to change it comfortably and confidently.
This idea of habitability is a worthy goal, and Gabriel returns to it often in the context of Alexander's architecture patterns:
What Alexander seems to be saying is that if we try to use modular parts (solid building blocks not easily molded to the current circumstances), then the overall structure of the thing built with them may become overly constrained by their shape. In programming, if a set of large abstractions does nearly the right thing, it is tempting is [sic] to use them and to bend the structure of the surrounding program to fit them. This can lead to uninhabitable programs.
It seems like much of modern software development has become exactly this, where we as programmers have been reduced to searching for and slapping together all of the packages we need to meet the given software requirements. In this process of moving towards extreme reuse, something has been lost in software development, and this is speaking from a perspective more than twenty years after this book was written, with reuse being much more common and extensive than it was then. This thing that has been lost is Alexander's "quality without a name."

Both Alexander and Gabriel spent a lot of time trying to define this quality without a name, but neither succeeded very well. Gabriel critiqued Alexander's choices in descriptive words, like "simple" and "cohesive," but while he was right that the word choices did not do the concept justice, he did not do much better in clarifying what the quality was. Even more troublesome than defining it, Alexander found that he couldn't replicate this nameless quality by enumerating the patterns of architecture. It's not something that you can create simply by combining known good patterns in a building.

This difficulty of codifying quality is true for almost anything we do. It's as true for architecture as it is for programming as it is for every form of craftsmanship, and it seems obvious that this would be so. We can't package up and mass produce quality that simultaneously exhibits beauty, elegance, efficiency, and function. Reaching the point where you can produce things of such a high level of quality takes decades of experience, creativity and experimentation. Most people will never reach the level of craftsmanship where their work is elevated to an art form.

It was frustrating that Gabriel danced around that conclusion for most of the book, but never really committed to it. He did spend a fair amount of time on silly tangents, like the chapter where he claimed that the development of programming languages was at an end, and C was the ultimate answer. That prediction looks mighty short-sighted today.

The rest of the book, detailing Gabriel's struggles through college and running a software business, was sometimes interesting and sometimes not, but it didn't have much to do with the first half of the book on patterns and code habitability. In general, his writing was quite repetitive and disorganized. He would introduce a new topic or part of a story by giving away the conclusion as if it was a stand-alone statement, and then proceed into an extended discussion on it. A few pages later I would realize he was talking about the details of a story that I had thought was just an isolated observation and we had moved on. This writing style was quite disorienting, and the constant repetition of certain observations or narratives, each time stated as if it was the first, became fairly annoying.

Between the sparse real insights and disjointed structure of the book, I can't recommend Patterns of Software at all. The software development advice can easily be had in much better books without the extended and largely irrelevant fluff. It's unfortunate. I feel like I really struck out with this book and The New Turing Omnibus, but sometimes that happens. Maybe the next couple books I read will be much better.

lördag 28 mars 2020

Cross-compiling Rust To Linux On Mac

In my last blog post I said I wanted to spend some time learning new things. The first of those is Rust. I had previously tried learning it, but got distracted before I got very far.

Since one of the things I'd use Rust for is web pages, I decided to learn how to compile to WebAssembly, how to interface with Javascript, and how to use WebSockets. At home, I use a Mac to work on my web projects, so for Rust I am compiling a native server and a wasm client. But I also wanted to try running this on redblobgames.com, which is a Linux server. How should I compile to Linux? My first thought was to use my Linux machine at home. I can install the Rust compiler there and compile the server on that machine. Alternatively, I could use a virtual machine running Linux. Both of these options seemed slightly annoying.

I've been curious how much work it would take to cross-compile, and I found this great post from Tim Ryan. My setup is simpler than his, so I didn't need everything he did. I started with these commands from his blog post:

rustup target add x86_64-unknown-linux-musl brew install FiloSottile/musl-cross/musl-cross mkdir -p .cargo cat >>.cargo/config <<EOF [target.x86_64-unknown-linux-musl] linker = "x86_64-linux-musl-gcc" EOF 

I then compiled for Linux:

TARGET_CC=x86_64-linux-musl-gcc cargo build --release --target=x86_64-unknown-linux-musl 

Unfortunately this failed with an error about OpenSSL. Tim's post has a solution to this. Before implementing that complicated solution I realized that I should't need SSL/TLS anyway. My server talks regular websockets, not secure websockets, and then I use nginx to proxy them into secure websockets. So I disabled the secure websockets with this in Cargo.toml, the file that has the Rust project configuration:

[target.'cfg(target_arch = "x86_64")'.dependencies] tungstenite = { version = "0.9", default-features = false, features = [] } 

At first I tried features = [] but that wasn't good enough. I needed to also use default-features = false to disable the TLS. With this, the binary built, and I was able to run it on Linux!

So now I have a Makefile that builds the wasm client, the Mac server for local testing, and the Linux server for production. Fun!

BUILD = build  RS_SRC = $(shell find src -type f -name '*.rs') Cargo.toml WASM = target/wasm32-unknown-unknown/debug/rust_chat_server.wasm  run-server: target/debug/chat_server  # local testing server  RUST_BACKTRACE=1 cargo run --bin chat_server  target/debug/chat_server: $(RS_SRC)  # production server  cargo build --bin chat_server  target/x86_64-unknown-linux-musl/release/chat_server: $(RS_SRC)  TARGET_CC=x86_64-linux-musl-gcc cargo build \      --release --target=x86_64-unknown-linux-musl  $(WASM): $(RS_SRC)  cargo build --lib --target wasm32-unknown-unknown  $(BUILD)/rust_chat_server_bg.wasm: $(WASM) index.html  wasm-bindgen --target no-modules $< --out-dir $(BUILD)  mkdir -p $(BUILD)  cp index.html $(BUILD)/ 

My Cargo.toml file is kind of terrible but it works so far for building the three outputs:

[package] name = "rust_chat_server" version = "0.1.0" authors = ["Amit Patel <redblobgames@gmail.com>"] edition = "2018"  [lib.'cfg(target_arch = "wasm32")'] crate-type = ["cdylib"]  [[bin]] name = "chat_server" path = "src/chat_server.rs"  [dependencies] wasm-bindgen = "0.2" serde = { version = "1.0", features = ["derive"] } bincode = "1.2"  [target.'cfg(target_arch = "x86_64")'.dependencies] tungstenite = { version = "0.9", default-features = false, features = [] } 

That's it for now. I'm not a big fan of writing client-server code in large part because I want my pages to still work in thirty years, and that's best if there's no server component. But I want to spend time this year learning things for myself rather than trying to produce useful tutorials, so I'm going to explore this.

Tim's blog post was a huge help. Without it, I would've compiled the server on Linux. Thanks Tim!

I've placed it on github.

I Am Alive Download For Free

I Am Alive Download For Free


System Requirements Of I Am Alive Download Free

  • Operating System: Window XP/ Vista/ Window 7/ Window 8
  • CPU: Intel Pentium 4 or later
  • RAM: 1 GB
  • Setup size: 1.8GB
  • Hard Disk Space: 2 GB

tisdag 24 mars 2020

8-Bit Lent

We should all have a good strategy prepared for the spiritual battle of Lent- things we are going to deny ourselves from eating, extra prayers we are going to say each day, sacrifices in terms of comfort and sacrifices in terms of media.

Lent is serious, it is the badge of being a true Catholic.

Maybe one sacrifice you might make in terms of video games is to give them up completely and to give up all reading up about them. That would be a great offering to the Lord.

Another idea, and something I am going to take up is to reduce myself to only playing 8-Bit games, (and, of course, to abstain from gaming media on YouTube).

8-Bit games certainly can be a bit of a penance, they can train us in patience, in denying immediate excitement and pleasure, and they are very very basic. They are like a bread and water fast in terms of gaming.

Give it a try. 40 days, only 8-Bit, and of course, only games you can play legally,

fredag 20 mars 2020

Christmas 2019!

Happy Holidays to you all, thank you once again for your patience and for listening.

Music from https://filmmusic.io
"We Wish you a Merry Christmas" by Kevin MacLeod (https://incompetech.com)
License: CC BY (http://creativecommons.org/licenses/by/4.0/)

"Jingle Bells" by Kevin MacLeod (https://incompetech.com)

License: CC BY (http://creativecommons.org/licenses/by/4.0/)

"Wish Background" by Kevin MacLeod (https://incompetech.com)

License: CC BY (http://creativecommons.org/licenses/by/4.0/)

"Deck the Halls B" by Kevin MacLeod (https://incompetech.com)

License: CC BY (http://creativecommons.org/licenses/by/4.0/)

"Oh Holy Night" by Kevin MacLeod (https://incompetech.com)

License: CC BY (http://creativecommons.org/licenses/by/4.0/)

"Angels We Have Heard on High" by Kevin MacLeod (https://incompetech.com)

License: CC BY (http://creativecommons.org/licenses/by/4.0/)

"The Terminal " by Luca Fraula (http://www.lucafraula.it/)

License: CC BY (http://creativecommons.org/licenses/by/4.0/)

Other music from the Free Music Archive by

Dee Yan-Key
Kai Engel
Podington Bear
Squire Tuck
TRG Banks

Ornament photo from Dreamstime

torsdag 19 mars 2020

Download Tekken 6 Full Version For Pc

Download Tekken 6 Full Version For pc

Tekken 6 Full Review

Welcome to Tekken 6 is one of the best fighting game especially for fighting lovers that has been developed  and published by Bandai Namco Games.This game was released on 26th November 2007.


System Requirements of Tekken 6 For Windows PC

  • Operating System: Windows XP/Vista/ Windows 7 ( 64 Bit )
  • CPU: Intel Pentium 4 or later.
  • Setup Size: 700 MB
  • RAM: 1GB
  • Hard Disk Space: 1GB

Crime Pays, As Long As You Don'T Get Caught

Burgle Bros. is an entertaining and well-designed game about robbing an office building. Players take on the roles of a colorful cast of criminals (I'm sure they're well-meaning) and work together to find a hidden safe on each of three floors of the building, and then escape to the roof. If anyone is caught by a wandering guard, the whole team loses the game.

Each floor of the building is represented by a 4x4 grid of face down tiles. Players reveal them by moving onto them, or they can play it safe by spending extra movement to peek ahead at an adjacent tile before moving. Movement between tiles is somewhat hampered by wall pieces that are placed between certain tiles (depending on the game setup). The tiles represent different locations in the building, some helpful and some not. Alarms can be tripped, computer rooms can be hacked, but the ultimate goal for each floor is to find two tiles: the safe, and the stairs to the next level.

Once the safe is found, the combination needs to be cracked by rolling dice and matching the numbers to those printed on the tiles in the same row an column as the safe (so even if you get lucky and find the safe and the stairs right away, you still need to explore at least some of the other tiles). The player who opens the safe draws a loot card, which will most likely do something to make movement more difficult, and a tool card, which generally gives a helpful ability.

Lest this all seem too easy, each floor has a wandering guard and a deck of cards that randomly determines his destination. The guard takes the shortest path to his destination tile, then draws another destination and continues moving. If a guard moves onto a player's tile (or vice versa), the player has to discard a stealth token or be caught! Players start the game with three tokens, and once they're gone, if the guard catches you again the whole team loses the game.

It's as much a puzzle as it is a game, with the primary strategy being how to move around the tiles without being caught by the guard. Some tiles set off an alarm when you move on to them, which can be used tactically to change the direction the guard is moving (when an alarm goes off, the guard immediately changes his destination to the tile with the alarm). The characters chosen by the players each have a unique ability as well -- some can move through guards or slow them down.

The graphic design and artwork have a refreshing retro 1960s look, and the "crime caper" theme makes for a nice change from fighting orcs or being driven mad by Lovecraftian horrors.

Rating: 4 (out of 5) You know it's a good cooperative game when after you lose you immediately start talking about what you could have done differently, and then set up to play again.

tisdag 17 mars 2020

Aeranger, Short Film, Review And Interview

When first looking at the short film Aeranger you might be tempted to think you are going to see a fantasy crossover. Instead you are given a solid sci-fi story. The beauty of the story is it delivers what is promised, without try so hard to prove itself. The visual effects are presented in the same manner of solid story telling.

Aeranger was screened at the 2019 FilmQuest film festival (website).

I recommend Aeranger to science fiction fans. This is a great introduction to what Anthony Ferraro gives in his web series and informational YouTube channel (he gives more information on those below.

Synopsis: A space traveler crash lands into Earth while desperately searching for a surrogate planet with the proper resources to save her people and home planet.

Anthony shares his inspiration for Aerangerand for being a filmmaker (from what I've seen, I think he is a solid sci-fi fan and he found his niche). He also talks about what else he likes to do.

What was the inspiration for Aeranger?

Two, first I have a youtube maker channel called create sci-fi where I share how to make props and costumes and basic DIY filmmaking. I am always am making a new project to make "how to' videos about. Second, my last project was a rotoscope style web series called Galactic Galaxy (at FilmQuest last year Video here: https://youtu.be/LfWG-H-pwlA) that was so stylized that I had to make a very traditionally cinematic movie for my next project to balance it out. That project was Aeranger. One of the actresses in Galactic Galaxy Bobbie Breckenridge was someone who I wanted to work with again. I know she has very strong environmental convictions. When I was thinking of the story and concept, I knew it would be out in nature and involve some sort of touchstone there. I always do that because I work with ultra-low budgets so when I have an actor in mind I write for them to make it worth it to invest their time for no financial gain.

What project(s) do you have coming up you're excited about?

I have two pilots I am trying to get made. One is sci-fi horror and one is post apocalypse sci-fi. In the meantime on my channel, I continue to put out weekly How-To videos and just finished a new DIY no-budget sci-fi web series Zenith Runan '80s inspired buddy comedy coming out very soon.


What was your early inspiration for pursuing a career in film?

My background is in theatre. At the moment I had to seriously consider if I wanted to continue a career in theatre the whole desktop filmmaking revolution began. I realized my passion was storytelling and moved from theatre to film and never looked back.

What would be your dream project?

A genre episodic show that runs for five years and then two years after the show ends we make a where are the characters now feature film.

What are some of your favorite pastimes when not working on a movie?

Building props and costumes.

What is one of your favorite movies and why?

Hard to say one for me it's everything from Matthew Barney's The Cremaster Cycle, these days lots of episodic TV. As far as film there are three movies I watch obsessively and are touchstones for my work. Excalibur1981, Dir. John Boorman The Outlaw Jose Whales 1976, Dir. Clint Eastwood The Three Musketeers (and The Four Musketeers) 1973, Dir. Richard Lester. The thread is the hero's journey. I love allegory framed in genre filmmaking.

You can find out more about Aeranger on IMDb (link).

You can watch the trailer on YouTube (link).

And, you can check out his channel Create Sci-Fi on YouTube (link).

I'm working at keeping my material free of subscription charges by supplementing costs by being an Amazon Associate and having advertising appear. I earn a fee when people make purchases of qualified products from Amazon when they enter the site from a link on Guild Master Gaming and when people click on an ad. If you do either, thank you.

If you have a comment, suggestion, or critique please leave a comment here or send an email to guildmastergaming@gmail.com.

I have articles being published by others and you can find most of them on Guild Master Gaming on Facebookand Twitter(@GuildMstrGmng).


måndag 16 mars 2020

Samurai Warriors 4-II Free Download

Samurai Warriors 4-II - is a hack and slash game by Koei Tecmo, and sequel to Samurai Warriors 3. Unlike past Samurai Warriors games, this one only has Japanese voice and it is the revised edition of Samurai Warriors 4.

Featuring: The last title released for the tenth anniversary of the series, Samurai Warriors 4-II, is here at last! Naomasa Ii appears as a playable character for the first time, and the various personalities of the age are explored in more depth in "Story Mode", which is now focused on individual characters. Series favorite "Survival Mode" returns, powered up from its previous iterations.The most well-received elements are carried over, while the action balance, cut-scenes and character development systems have all been upgraded.

Smarter artificial intelligence and enemy officers have more attackaction patterns and are more difficult to defeat.
Highly challenging and richly rewarding endless castle Mode! Survive and ascend the increasingly difficult Castle.
New 13 different game endings plus the ability to merge weapons to create your own and more powerful weapon.
For the first time in the epic Samurai Warriors' franchise history, General Naomasa Ii will be a Playable Character.
Samurai Warriors' new 13 playable characters plus, 13 Exciting new chapters of gameplay with 65 total scenarios.

Game is updated to latest version

Included Content

▪ Samurai Warriors 4-II - Horse Set
▪ Samurai Warriors 4-II - BGM Set 1
▪ Samurai Warriors 4-II - BGM Set 2
▪ Samurai Warriors 4-II - Animal Set
▪ Samurai Warriors 4-II - Weapon Set
▪ Samurai Warriors 4-II - Scenario Set
▪ Samurai Warriors 4-II - Old Costumes Set
▪ Samurai Warriors 4-II - Special Costume Set 1
▪ Samurai Warriors 4-II - Special Costume Set 2
▪ Samurai Warriors 4-II - Edit Parts Set + 2 more


♢ Click or choose only one button below to download this game.
♢ View detailed instructions for downloading and installing the game here.
♢ Use 7-Zip to extract RAR, ZIP and ISO files. Install PowerISO to mount DAA files.

Unlock with password: pcgamesrealm

➤ Download the game by clicking on the button link provided above.
➤ Download the game on the host site and turn off your Antivirus or Windows Defender to avoid errors.
➤ When the download process is finished, locate or go to that file.
➤ Open and extract the file by using 7-Zip, and run the installer as admin then install the game on your PC.
➤ Once the installation is complete, run the game's exe as admin and you can now play the game.
➤ Congratulations! You can now play this game for free on your PC.
➤ Note: If you like this video game, please buy it and support the developers of this game.
Turn off or temporarily disable your Antivirus or Windows Defender to avoid false positive detections.
(Your PC must at least have the equivalent or higher specs in order to run this game.)
• Operating System: Microsoft Windows Vista, Windows 7, Windows 8, Windows 10
• Processor:
Core2 Duo 2.4GHz  or faster for better gaming experience
• Memory: at least 1GB System RAM
• Hard Disk Space: 11GB free HDD Space
• Video Card:
640*480 pixel over, High Color or faster for better gaming experience
Supported Language: English and Japanese language are available and supported for this video game.
If you have any questions or encountered broken links, please do not hesitate to comment below. :D

måndag 9 mars 2020

Fix jonteinsports.blogspot.com Errors

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fredag 6 mars 2020

A10 Cruiser Tanks For The Desert

I have been really slack this year when it comes to fresh gaming output. I had the big burst of Italian Wars at the start of the year which burnt me out a little, so with this year's Analogue Hobbies Winter Paint Challenge about to start I needed to get back in the saddle, warm up the Pro Arte Sable and start to splash the Vallejo again.

This year I have decided to have a tank theme and try and crack through the huge backlog of 28mm Early War desert vehicles I have lying around in the to do box (I say box I mean small garage). First thing was to get a bit of pre season training in with a couple of A10 Tanks I needed for our next Op Compass Campaign Game.

The vehicles are from Warlord Games and will join another 3 A10s that I already own. The vehicles are painted in the early war Caunter Scheme as most of my vehicles are, I've gone for a very pale blue grey for my third colour on these. I have given up debating Caunter Colours and stick to my own interpretation, I have vehicles in the official colours (the earliest) and then others with various shades representing my interpretation of the colour change / fade for the third colour.

There is also a (shock, horror !) conversion on one of the vehicles, it sounds big and clever but all I have done is taken a 3" CS barrel from a Rubicon Models Crusader it (cheers Steve 👍) and replaced the two pounder barrel on the original model to get a Close Support version, which is required for the game mentioned above.

It's nice to get a couple of new vehicles finished and hopefully this will get me in the mood for the challenge. After all looking at the pic below I have 11 Honeys, 4 A13s, 7 Crusaders, a Matilda, 5 Panzer III, 2 Panzer IV, an 8 rad, 3 Sdkfz 222, a Panzer II, 3 Mark VI Light Tanks, 3 Italian M13/40 tanks and 6 M11/39 tanks to be going on with.

The plan past year during the Challenge was to complete a small unit of 6 Cavalry each week to keep me driving forward, it worked a treat. This year I plan a minimum of 3 vehicles each week, so there are more than enough in these boxes to keep me going.

I only started playing around with weathering of vehicles a year or so ago so I'm quite new to it, there are some washes, some chipping and a bit of streaking on these, I don't want to go too far with it (some models are all weathering and no paint) but I'm happy with my progress.

The vehicles are due in action straight away so will have the opportunity to perform dreadfully (as all new units must) pretty soon.

So the wing table will be mostly empty for the next couple of weeks whilst I get this lot cleaned up, washed, dried, built and primed ready for the start of the challenge on the 21st December. See you at the start line.

EGLX, Day 1: Come Find Me This Morning At The Mentor Lounge!

#SuzyCube #gamedev #indiedev #madewithunity
The EGLX developer conference kicks off today! My first order of business is to help warp young minds at the Mentor Lounge! Come find me and all the other mentors in room 713B at 11:00 this morning to partake of our pearls of wisdom! Hope to see you there!

torsdag 5 mars 2020

Troops On Parade - 28Mm British AWI

Following a bit of a lull in the gaming here at YG I thought it was time to put together one of my Troops on Parade features which is essentially an excuse to drag out one of my lesser used collections, blow the dust off them and present them to the outside world.

Agnews Brigade
The bulk of the army was put together 5 to 6 years ago and was mostly a result of me falling in love with the Perrys 28mm range rather than a deep desire to game the period. The troops are based for British Grenadier rules which are part of the GdeB stable.

The flags are from GMB, some of them have had quite a bit of over painting, for some reason I found that the first batch of flags faded quite badly with the white turning a shade of light pink ! (which you can still see in certain angles / light). A bit annoying to say the least, the gold and silver cords where purchased from a local Harberdashery store.

That dog looks familiar !
Agnews Brigade of 4 British Battalions, 6 Skirmishers and a Commander was the first group of figures I put together, all of them are from the Metal Perrys range. Most of the units have between 16 and 24 figures which are the standard size for the rule set.

Grey's Brigade
The next group completed was Greys Brigade, again 4 British units but this time including a rather large Highlander unit with 6 Skirmishers and a Commander.

I chose to have a recognisable feature for each of the brigades to help with on table recognition, Greys troops all have red plumes whilst Agnews have white plumes. The biggest (36 figures and pain !) was the Highlanders.

Anyone who has painted a Highland unit and given the tartan a good go will have vowed not to paint another one, this is probably my forth or fifth "not doing that again" promise, so for I've gone 5 years without (but those Crimean War Highlanders look soooo nice).

Tartan Detail

Photographing these reminded me they need a coat of Matt Varnish, they are finished in my old Humbrol Satin Cote style, great tough varnish but too shiny got photos.

My favourite units in the Army are these, Grants Brigade, made from the Perry Miniatures plastic box set, there is really some great feeling of movement in these units.

The unique feature for this brigade was the dark blue grey campaign trousers but I also changed the basing to give some extra depth to the Unit. This was initially purely to protect the perfectly proportioned and therefore pretty weak, plastic muskets on the figures.

But as I put the units together I found it was easier to slightly stagger the figures both forwards / backwards and sideways to get the "movement" I spoke of above, the addition of some casualty figures from the box set added to the scene and each unit has it's own diorama feel.

Which just leaves the unbrigaded Infantry. First up is a unit of Converged Grenadiers, using the great range of figures in the Perry range I was able to put a "rolling fire" layout together, with seperate bases firing, at ready, loading etc.

If you look really closely each base has different facing colours in line with the brigades of Agnew and Greg.

Which just leaves the Skirmishers and formed unit of the Queens Rangers.

Next up are the Cavalry, pretty rare in the AWI and something I neglected for quite a while. I managed to build up 2 x 6 figure units of British Light Dragoons and a unit of Queens Rangers Horse.

And finally we have the big guns, well the Artillery at least. 4 guns and 2 Howitzers of His Majesties Artillery.

So there we have another Army out in daylight for a few hours ! They are back in the cupboard now as we are back in the Desert tonight for a spot of Op Compass.